Difference between revisions of "Spaceplane Hangar"

From Kerbal Space Program Wiki
Jump to: navigation, search
(Added a little overview of spaceplane design and flight)
m
(31 intermediate revisions by 14 users not shown)
Line 1: Line 1:
{{stub}}
+
{{:Spaceplane Hangar/Box}}
[[File:SPH.jpg|thumb|The SPH as viewed from the exterior]]
+
The '''Spaceplane Hangar''' (sometimes called the “Space Plane Hangar”), abbreviated '''SPH''', is one of the two [[craft]] construction facilities at the [[Kerbal Space Center]] (KSC).
[[File:SPHin.jpg|thumb|Interior view of the SPH]]
 
[[File:sphexterior.jpg|thumb|right|The old SPH as viewed from the exterior until the redesign in 0.21]]
 
The '''Space Plane Hangar''' (abbr. '''SPH''') is a building of the [[Kerbal Space Center]] which allows players to construct air- and spacecraft in a horizontal environment and proceed to launch them from a conventional runway. It allows to place parts either alone or with bilateral symmetry as opposed to the [[VAB]]'s radial symmetry.
 
  
== Spaceplanes flight ==
+
It is the longest and widest building at the KSC, and second largest overall. It lies at the northern side of the complex.
  
=== Jet section ===
+
== Usage ==
While having the same stock parts as in VAB, the way to design spaceplanes differs from the one for spacecrafts. First of all, since the launch happens horizontaly, you will have to include [[Small Gear Bay|gear bays]], and you may want to include [[Jet engine|jet engines]] for the first stage: jet engines need a little time to warm up after ignition, so they cannot be used for vertical spacecrafts, but they offer large advantages: first, they burn fuel at a much slower rate compared to liquid fuel engines, which means a spaceplane can travel the same distance of a spacecraft with much less fuel. Second, jet fuselages, since they don't carry oxidizer, are lighter than normal liquid fuel tanks. However, the fuselages Mk2 and Mk3 aren't [[Radial size|rounded]] and they have their own adapters (which also act as additional fuel tanks)to connect them to the other rounded stock parts. The [[Mk3 Cockpit]] has on the back the same size of a [[Mk3 Fuselage]], greatly simplifying the process of designing a plane with this cockpit.
+
Like its counterpart the [[Vehicle Assembly Building]] (VAB), the Spaceplane Hangar is for craft construction. The [[parts]] list is the same in both facilities. Also, while it keeps its own list of saved craft files and [[Subassembly|subassemblies]] of parts, these can all be cross-loaded between the VAB and SPH.  
  
As you would expect, spaceplanes need wings: they have various shapes and dimensions, but what matters most is the lift rating: a higher lift rating means better control of the plane and easier take-off, so keep that in mind when building your spaceplane. It is advisable to add some control surfaces to your plane to have some extra control on the plane itself.
+
There are essential differences between the two. The SPH workspace in general is horizontally oriented, like a [[plane]] or [[rover]], as is it axis of symmetry when placing or moving parts. The VAB is vertical in both regards, like a [[rocket]]. Also, the symmetry mode by default in the SPH is [[w:Bilateral_symmetry|bilateral/mirrored]]; the VAB's default is [[w:Radial_symmetry|radial symmetry]]. Since {{Version|0.90.0}} this can be toggled. In bilateral mode, parts can be placed singly or with mirrored symmetry. Finally, craft launched from the SPH will start from the [[Runway]] while the VAB launches from the [[Launch Pad]].
  
Finally, keep in mind that jet engines are air-breathing, and this means: first, you need to include [[Air intake|air intakes]] in your spaceplane, otherwise the engine won't even ignite; second, as you fly higher the intakes will be less effective and you will come to a point when the engines will shut down, due to the lack of air. At this point, you will need to start the second part of your space mission.
+
Like all installations, the Spaceplane Hangar is upgradeable in [[Career|Career mode]]. The maximum number of parts used for building a craft and the available range of [[action group]]s increases with the upgrade level of the building. The first level allows only 30 parts, and no action group, the second level 255 parts, and only the basic action groups (no custom groups), and the fully upgraded building has no limits on either. The state of development of the Runway also limits the size and mass of the buildable/launchable craft.
  
=== Rocket section ===
+
== Interface ==
When your jet engines stop work, it is time to ignite the old, reliable liquid fuel engine. It is hard to design a staging system for a spaceplane, since the wings are a big obstacle, unless you plan to remove them in the stage separation, so, if you decide to keep the wings and the jet engines, to make easier the landing part, make sure to close the air intakes to reduce drag. Keep in mind that at this point control surfaces and winglets will no longer work, so you need to add RCS thrusters and relative fuel.
+
Since {{version|0.90.0}}, all saved craft and subassemblies can be cross-loaded between the SPH and VAB; also, symmetry modes can be toggled between bilateral and radial using the {{Key press|R}} key. The now common interface between them is described in the [[Vehicle Assembly Building#Interface|Interface section of the VAB page]].
  
As long as you're in space, your spaceplane won't differ from any spacecraft: you will probably want to add batteries and generators to prevent the command pod from running out of power. It is also common to add an [[Inline Clamp-O-Tron]], which, unlike all the other docking ports, can be placed in the middle of the spacecraft (a handy solution, since there is no much space at both the ends of the craft) to allow your plane to dock with space stations or other spacecrafts.
+
== Appearance ==
 +
The Spaceplane Hangar is oriented diagonally, with the main door facing northeast. From its Level 2 upgrade on it features an air traffic control tower (added in {{version|0.21}}) which overlooks the Runway but serves no function in-game, as all flights are tracked by the [[Tracking Station]]. However, it makes a challenging target for [[w:VTOL|VTOL]] landings. There are long, emplaced tanks for fuel and a water tower to the northwest, closer to the Runway, and a large spherical coolant tank to the southwest.
  
=== Re-entering in the atmosphere and landing ===
+
Overall, the building is about 5 to 6 stories tall and features a vaulted translucent skylight roof spanning the interior workspace. The northeast and southwest sides also let light in.
The most difficult part of a spacecraft flight is landing: the easier way is to decuple everything from the command pod and open parachutes to slow down. While this is obviously a simple and clean solution, it also is very inefficient talking of stock parts recovery: every single part of the craft except the command pod and the parachutes will crush at the ground and be destroyed. Anyway, if you aren't experienced players you should just use this method.
 
  
To recover a good part of the ship, you will need to perform a safe landing (if you want to try to land on the runway at the Space Center, [[Tutorial: Land at the Space Center|this tutorial]], although it has been written for spacecrafts and not spaceplanes, is a great help). As soon as you enter Kerbin's atmosphere, the drag produced by the wings will hopefully slow you down quick enough to perform a safe landing. You can land on any plain area you happen to fly on, and recover the vessel from the tracking station.
+
In {{Version|0.22}} it was made smaller and moved closer to the VAB.
 +
 
 +
The interior view of the Spaceplane Hangar changes as the facilities are upgraded.
 +
{{ID|KSP:building,interiors090|SPH|header='''Relative Level Interiors'''}}
 +
 
 +
== Levels ==
 +
*'''Level 1''': Free
 +
**Maximum number of parts: 30
 +
*'''Level 2''': {{mark|fund}}337,500
 +
**Maximum number of parts: 255
 +
**Basic [[action group]]s available
 +
*'''Level 3''': {{mark|fund}}1,267,500
 +
**Unlimited number of parts
 +
**Custom action groups available
 +
 
 +
== Biomes ==
 +
*'''Level 1''': the SPH hex is available as an area [[biome]], and the SPH Main Building is available as a structure biome.
 +
*'''Level 2''': no changes.
 +
*'''Level 3''': the SPH Tanks, Round Tank, and Water Tower are added as structure biomes.
 +
 
 +
Notes: structure biomes must be in contact with a [[craft]] to be accessed.
 +
 
 +
== Gallery ==
 +
<gallery>
 +
File:sphexterior.jpg|The old SPH as viewed from the exterior until the redesign in 0.21
 +
</gallery>
  
 
== Changes ==
 
== Changes ==
;{{Version|0.21|}}
+
;[[0.90.0]]
* Redesigned
+
* Added two building levels (1 & 2)
;{{Version|0.15|}}
+
;[[0.22]]
 +
* Made Smaller and moved closer to VAB, Border connected to roads and other borders.
 +
*Made it possible to add and use subassemblies.
 +
;[[0.21]]
 +
* Redesigned. Added air traffic control tower.
 +
;[[0.15]]
 
* Initial Release
 
* Initial Release
  
[[Category:Space Center Buildings]]
+
{{Kerbal Space Center}}

Revision as of 07:18, 17 April 2019

Spaceplane Hangar
KSC building
Spaceplane Hangar
Level 3
Level 1
Level 2
Level 1 Level 2
Location TinyKerbin.png Kerbin
TinyKSC.png Kerbal Space Center
Altitude 67 m
Since version 0.15

The Spaceplane Hangar (sometimes called the “Space Plane Hangar”), abbreviated SPH, is one of the two craft construction facilities at the Kerbal Space Center (KSC).

It is the longest and widest building at the KSC, and second largest overall. It lies at the northern side of the complex.

Usage

Like its counterpart the Vehicle Assembly Building (VAB), the Spaceplane Hangar is for craft construction. The parts list is the same in both facilities. Also, while it keeps its own list of saved craft files and subassemblies of parts, these can all be cross-loaded between the VAB and SPH.

There are essential differences between the two. The SPH workspace in general is horizontally oriented, like a plane or rover, as is it axis of symmetry when placing or moving parts. The VAB is vertical in both regards, like a rocket. Also, the symmetry mode by default in the SPH is bilateral/mirrored; the VAB's default is radial symmetry. Since version 0.90.0 this can be toggled. In bilateral mode, parts can be placed singly or with mirrored symmetry. Finally, craft launched from the SPH will start from the Runway while the VAB launches from the Launch Pad.

Like all installations, the Spaceplane Hangar is upgradeable in Career mode. The maximum number of parts used for building a craft and the available range of action groups increases with the upgrade level of the building. The first level allows only 30 parts, and no action group, the second level 255 parts, and only the basic action groups (no custom groups), and the fully upgraded building has no limits on either. The state of development of the Runway also limits the size and mass of the buildable/launchable craft.

Interface

Since version 0.90.0, all saved craft and subassemblies can be cross-loaded between the SPH and VAB; also, symmetry modes can be toggled between bilateral and radial using the R key. The now common interface between them is described in the Interface section of the VAB page.

Appearance

The Spaceplane Hangar is oriented diagonally, with the main door facing northeast. From its Level 2 upgrade on it features an air traffic control tower (added in version 0.21) which overlooks the Runway but serves no function in-game, as all flights are tracked by the Tracking Station. However, it makes a challenging target for VTOL landings. There are long, emplaced tanks for fuel and a water tower to the northwest, closer to the Runway, and a large spherical coolant tank to the southwest.

Overall, the building is about 5 to 6 stories tall and features a vaulted translucent skylight roof spanning the interior workspace. The northeast and southwest sides also let light in.

In version 0.22 it was made smaller and moved closer to the VAB.

The interior view of the Spaceplane Hangar changes as the facilities are upgraded.

Relative Level Interiors

Levels

  • Level 1: Free
    • Maximum number of parts: 30
  • Level 2: Funds337,500
  • Level 3: Funds1,267,500
    • Unlimited number of parts
    • Custom action groups available

Biomes

  • Level 1: the SPH hex is available as an area biome, and the SPH Main Building is available as a structure biome.
  • Level 2: no changes.
  • Level 3: the SPH Tanks, Round Tank, and Water Tower are added as structure biomes.

Notes: structure biomes must be in contact with a craft to be accessed.

Gallery

Changes

0.90.0
  • Added two building levels (1 & 2)
0.22
  • Made Smaller and moved closer to VAB, Border connected to roads and other borders.
  • Made it possible to add and use subassemblies.
0.21
  • Redesigned. Added air traffic control tower.
0.15
  • Initial Release